GM Snorter's Rise of the Runelords Campaign


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Male Shoanti Human Barbarian 2

I believe both Valoria and Galstok both said they were waiting but yeah either way it will be a bit. I'll go ahead and get the initiative roll out there for you.

Initiative:1d20 + 8 ⇒ (14) + 8 = 22

Shadow Lodge

The order of climbing, as described above, was Sephird first, who tied off a second rope and threw it down.

Ensu started up next, but got into difficulties. Just FYI, you need to fail by at least 5 to fall, so there was only one fall, from less than ten feet up, and there were enough people to catch you, so I don't think you needed to use that cure.

The others continued securing their gear to the second rope, which Sephird started raising.

Tregar started up the first rope, underneath Ensu (hoping the gnome doesn't fall on his head).

Once Sephird's pack reached the ledge, he stopped pulling, to untie his gear.

That's when events interrupt the plan.

So, rope one, we have Ensu, one climb check from the top,
Tregar, two climb checks from the top,
Kavrik didn't say when he was starting up, but since he didn't say he was waiting to the end, that makes him next, at three climb checks from the top,
Galstok and Valoria are four climb checks away, ie in the boat.
The sailors are frantically rowing to keep the boat stable and away from the rocks.

The second rope holds everyone's backpacks, in the order they're climbing above (no, I won't force Ensu to defend himself with Galstok's earthbreaker, no matter how funny that would be).

You are wondering why the second rope has stopped moving, when you see Sephird back up to the edge of the ledge (a precarious position to be sure). You can't hear him for the wind and waves, but he motions frantically for you to hurry.

If anyone wants to change their plan (either casting buffs before climbing, or speed their climbing rate) let me know, otherwise we'll assume people crawl over the ledge in the order above in subsequent rounds.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

If he still can, Ensu will simply take 10 and finish climbing up. I don't trust the dice roller with him again.

Shadow Lodge

I'm happy to use everyone's previous rolls.

Maybe I should add something to the DC, to reflect the danger of Sephird stepping on you as you climb in? <evil grin>

Shadow Lodge

Round 2:

The creature charges (if that can truly describe its waddling gait across the ceiling), alternately lifting some of its suckered pads, and reaching out ahead of itself.

Sephird:
You now see a second appendage emerge from the central mass, where it must have been retracted before. This one is shorter and thicker than the first, and does not end in a spike.The longer, spiked appendage waves around ineffectually, as if to provide balance to its ungainly motion, while the thicker one lashes out at you in the cave mouth.
Attack 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1d4 + 2 ⇒ (4) + 2 = 6

Shadow Lodge

Sephird:
As the limb strikes, it attempts to curl around you. (free action, no AoO) Grapple 1d20 + 9 ⇒ (10) + 9 = 19
I make your CMD as 13, if this roll meets that, you will be grappled.

Sephird is next, then Ensu will haul himself over the ledge.
Ensu, your gear is still hanging over the edge, on the second rope, but can be dragged up for one move action.

Everyone else can move one round closer to the top; the creature isn't letting itself be seen from below. Galstok and Valoria can choose to start climbing or cast (now may be a good time for mage armor...


Male Human (Varisian) Rogue 2

Dropping his bow, Sephird draws his shortsword and works to sever the arm.

attack 1d20 + 4 ⇒ (15) + 4 = 19 -2 for grappled

Shadow Lodge

That doesn't quite make it. The creature is similarly hampered by being attached to you, you twist your blade around, and find the creature's flesh, but fail to get enough purchase to push through the toughened, oiled hide.

I believe I'm right in that being grappled is tough on Finesse fighters; the penalty to Dex is on top of the penalty to attacks in general. Therefore that attack roll would drop to a 15 total.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Concentration check 1d20 + 7 ⇒ (13) + 7 = 20

As Ensu reaches the top of the ledge, he quickly steps aside to allow the next person up and manages to squeeze off a blessing from Nethys that makes everyone feel just a little better about fighting this thing.

Casting Bless

Shadow Lodge

Sephird and Ensu:
As Ensu crawls over the lip of the ledge, the longer tentacle lashes out; 1d20 ⇒ 5, striking the stone floor between his legs, with the wicked spike, a trail of liquid seeping down the shaft.

Shadow Lodge

Ensu wrote:

Concentration check 1d20+7

As Ensu reaches the top of the ledge, he quickly steps over to the second rope to pull his gear up, and manages to squeeze off a blessing from Nethys that makes everyone feel just a little better about fighting this thing.

Casting Bless

Which will it be; casting, or hauling your pack?

Getting over the ledge and into the cave is your move action, leaving you one standard or move.

I'll let you keep the concentration check, if you choose to cast; I think you may need that Bless. And I'll give you the foresight to stick your casting hand out over the ledge, to catch everyone in the burst.
Yes, that doesn't stick to the rigid rules of the grid, where everyone is assumed to sit dead-centre of their square. Sometimes common sense trumps an abstract rule. It's also to compensate for not having a battlemap in front of you.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

I'll focus on the Bless. Ensu is a caster first, so equipment is a secondary concern.

Shadow Lodge

Sephird and Ensu:
The creature shows no sign that it recognised the spell, or even that it reacted at all, except insofar as it lashed out at your movement. Ensu can read the previous spoilers to describe the creature and its behaviour.

everyone else:
something is now obviously wrong; the gnome appears to be rolling about near the edge of the drop, then his hand hangs out the cave, gesticulating, and you feel a wave of energy go through you, a fire in your belly as if you'd chugged a pot of coffee or a shot of brandy.

Half past midnight for me. What timezones are everyone else in? And can everyone see the map?


Male Shoanti Human Barbarian 2

Eastern timezone.

Seeing something has gone wrong already, Galstok will attempt to make his way up the rope so he can get to the aid of his companions.


Permanent UTC+02:00, no DST crap

Seeing the activities above she realizes that things are not well on the ledge above, she casts Mage Armour before climbing the rope after Galstok.

Can see the map.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Central Standard Time here. I can see the map fine.

Ensu will start to pull people's gear up when he gets a chance, staying partially defensive as he does so.

His actions for the next few rounds will be "fighting" defensively as he pulls other's gear up so that they can actually do something against this creature.

Shadow Lodge

Assuming everyone else on the rope keeps moving, at the end of the second round, we have;

Thing grappling,
Sephird grappled,
Ensu in the cave mouth (cast Bless),
Tregar, one climb check from the top,
Kavrik two climb checks from the top,
Galstok three climb checks from the top,
Valoria in the boat (cast Mage Armor).
The sailors are frantically rowing to keep the boat stable and away from the rocks.

For future rounds, I'll keep that order of initiative, since people lower down the rope will have had to keep delaying for those above them to move out their way.


Male Human (Varisian) Rogue 2

can see the original map, are you editing? Maybe post link to map in discussion thread?

Sephird swears under his breath and again attacks the creature again.

shortsword 1d20 + 4 - 4 + 1 ⇒ (10) + 4 - 4 + 1 = 11

And his swort slides off the rubbery hide.

Shadow Lodge

Crashed out early last night; I intended to do the thing's attack before I went to bed.

Grapple 1d20 + 9 ⇒ (11) + 9 = 20
Move plus constriction damage 1d4 + 2 ⇒ (1) + 2 = 3

The creature is not fast, so it keeps its hold on the cave roof, and concentrates on drawing Sephird closer inside, onto the far side of its body, away from the entrance (ie 3 squares in). Ensu hears Sephird's breath rattle, as his chest squeezes all his available air from his lungs, making him light-headed and hallucinate.

The tentacle continues to lash around the cave, searching for Ensu, who is actively dodging (if you're wanting to drag the packs into the cave, you can fight defensively, and still have a move and attack, at -4 to hit, +2AC. Not a great chance to affect it, but full attack would be literally rooted to the spot, with only a 5' step)

Spike tentacle 1d20 ⇒ 12

This tentacle misses again, though the length and flexibility gives him cause for concern that it can reach the entire span of the cave mouth. Also disconcerting is the fact that the creature appears to have no eyes with which to detect him, yet the spike is always mere inches away.

'Why the Grapple Rules don't work':
Reading the grappling rules, it's apparent they only relate to typical PC races, and fail to represent the abilities or tactics of multilimbed creatures.
This creature is designed, and described, for over 30 years, since its first appearance, as keeping hold with one limb, constricting, and attacking the grappled creature with its spare spiked tentacle, something which is impossible under the RAW, which requires a standard action to maintain the hold, so can't be done as part of a full attack.
As such, the only way it can act as described, is if it's given a racial ability to ignore the RAW, and perform the constriction as part of a full attack.
Since this is pretty darn dangerous, I'm willing to also houserule that if it does this, it foregoes the normal +5 circumstance bonus for maintaining the grapple on subsequent rounds (since it's less focussed on the one target.

Sephird:
I rolled a free 'desperation' Int check for you, and I can give you the heads-up, that you believe your chances of escape would be improved by impersonating the eel, and not the snapping turtle.
(Gamespeak: The natural AC of the creature is way better than the hardest hide armor you've seen, it also has a great advantage in initiating and maintaining a grapple, but maybe not so much in resisting escape...unfortunately, your roll would fail either check, and you realise this as your eyes roll back in your head...)

Shadow Lodge

VISUAL OF THE CREATURE


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Concentration 1d20 + 7 ⇒ (3) + 7 = 10

Ensu will try to squeeze off another spell, this time Sanctuary, but fails miserably as he is forced to dodge out of the way of the tentacle.

Shadow Lodge

Ensu; I think you're jumping ahead. We're still in round three, where you're fighting and pulling up the packs.

Save your spell for later, you haven't lost it.


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Sorry, it's been a rough couple of days.

Shadow Lodge

Edits made to the map HERE.

Medium monster is 2 squares in, holding Sephird (S) in its short tentacle, waving its long tentacle (10' reach) around after Ensu.

Ensu:
You can drag two packs in, while moving 15 feet from the south entrance square (I haven't counted, but it's likely they would encumber you, especially being dragged over the rock lip.
Pick a square within that distance, and describe it in relation to the creature (eg 2 down, 1 left). I'll put your mark on, and erase some of the 'fog of war'.
During that activity, the tentacle takes an AoO; 1d20 ⇒ 8, but misses again, due to you slapping it away.
You can finish with your own pack in your hands, ready for next round.

(If you're wondering why the creature is a green pepper, Mrs Snorter seems to have uploaded about a thousand brushes into GIMP, so I got bored scrolling through.)

Shadow Lodge

As this goes on, Tregar climbs over the ledge, sees the events, and curses.

"Bloody Hell, what kind of horror's this?"

Shouting below to the others "Some kind of land squid! Be on your guard!", he rolls under the waving tentacle, past his pack (no AoO drawn), and unhooks his spiked club, ending prone next to Sephird (one square south).

Kavrik continues to climb, one check from the top,
Galstok continues to climb, two checks from the top,
Valoria ?


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

map link simply leads me back to this thread.

Shadow Lodge

Fixed the link, forgot to put in any url at all (d'oh!)

MAP


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Go ahead and put Ensu one square to the south east of Tregar.


I not going to post until Valoria has reached the top behind Galstok.

Shadow Lodge

That's fine; as long as we know you've started climbing.

And that's the end of round three.

Shadow Lodge

Round 4:

Feeling the prey in its arm go limp, and finding itself facing new enemies, the creature lets go of Sephird (no damage as he doesn't fall far), and lashes out at Tregar.

Tentacle 1d20 + 5 ⇒ (2) + 5 = 7
Grapple attempt (if required) 1d20 + 9 ⇒ (14) + 9 = 23

Next up is Sephird, then Ensu, Tregar, Kavrik.

Sephird:
That previous exertion dropped you to -1hp, so to stabilise, you'll need a Con check, DC11.


Male Human (Varisian) Rogue 2

"Zzzzzzzz"

Stabilize] 1d20 + 1 ⇒ (13) + 1 = 14


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Going for a bit of range himself, Ensu takes a step back to get out of the tentacle's reach, loads his crossbow, and fires at the creature overhead.

5' step out of tentacle's reach
attack 1d20 + 2 ⇒ (20) + 2 = 22
damage 1d6 ⇒ 1
crit confirmation 1d20 + 2 ⇒ (13) + 2 = 15
additional crit damage 1d6 ⇒ 6

I hate this dice roller so much at times.

Shadow Lodge

First blood to Ensu!

Liberty's Edge

Tregar drags Galstok's pack into the cave, shouts "Hit it!", and distracts the creature's attention by standing up.

AoO 1d20 + 5 ⇒ (10) + 5 = 15
normally wouldn't be a hit, but for striking while half-prone...
damage 1d4 + 2 ⇒ (2) + 2 = 4
free grapple 1d20 + 9 ⇒ (12) + 9 = 21

Ow.

Galstok's up next. Your hammer is lying in the cave mouth, with your pack.
You see Tregar get grabbed, as he stands and threatens the beast.


Male Shoanti Human Barbarian 2

Pulling himself up into the cave, he takes in the situation. Sephird lying still on the ground, Tregar in its grasp.

With feral snarl Galstok leaps forward, pulling his blade from his waist as he closes and slashes his blade across the things body.

Rage: 1/5
Attack(pa): 1d20 + 6 ⇒ (11) + 6 = 17
Damage:1d4 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Shadow Lodge

It's a hit! But not by much. (It's attention was diverted by grappling, -2AC)
As you drive the blade forward, you are surprised by how tough the hide is, for such a flexible creature, and have to push hard, in several successive thrusts at the same spot, for the blade to finally break through.

The creature recoils, dragging itself off the blade, leaving you with the sight of green ichor.

New map is up; I took the liberty of putting Ensu out of harm's way, as the square you said would still have been in the creature's reach (see the squiggles, it has one short arm, and one long arm). Galstok is going to be in one of the entrance squares (move to climb in, standard to attack).

Kavrik climbs to the lip of the cave, and sees this.
Valoria is several feet below him.

Shadow Lodge

Now it gets interesting...and complicated.

Maintain the grapple, 1d20 + 9 ⇒ (10) + 9 = 19
Move and deal constriction damage 1d4 + 2 ⇒ (3) + 2 = 5

The creature backs off five feet toward the west, dragging Tregar after it, and pushing him into the tunnel. It hangs from its stubby feet above Sephird, and uses its long tentacle to lash at Galstok.

1d20 ⇒ 10

Liberty's Edge

"AAaaaarrrrgghh!"


male gnome cloistered cleric 3 [ HP: 19/23 | AC: 14 T: 11 FF: 14 | F: +5 R: +1 W: +6 | Init: +1 Perc: +2 | Effects: ]

Ensu reloads and takes aim at the tentacle beast once again.

attack 1d20 + 2 ⇒ (17) + 2 = 19
damage 1d6 ⇒ 1

Shadow Lodge

Unfortunately, that would not be a hit.
The creature is hampered for grappling (-4 Dex), but is in melee (-4 to ranged attacks).

Liberty's Edge

Though losing the ability to breathe, one last effort should still be made to twist free. Deadeye does not protect quitters!

Escape Artist 1d20 + 3 - 2 ⇒ (19) + 3 - 2 = 20

More than enough to break free; unfortunately, the strain is too much, and as he tears his collar free, his face goes a deep shade of purple, as he croaks his last words before unconsciousness.

"Heal, Ensu, healing wave..."

He drops to the floor at the side of Sephird.

Shadow Lodge

The creature is now unencumbered by prey, and free to move as normal, but is no longer in melee (for now)*

*Yes, by RAW, there are 2 PCs in adjacent squares, but since they are flat on the floor, and the creature has stuck itself to the ceiling, I'm waiving that.

Galstok is next, one five-foot step away.
Power Attack? Or not?
(Remember, you only just hit it last time.)

Shadow Lodge

NEW MAP


Male Shoanti Human Barbarian 2

And Raging at that.

If Galstok is in same square as his hammer.

Seeing his blade be so ineffective against the beast's hide he drops it at his feet and reaches down, grabbing the shaft of his earthbreaker in both hands.

With a yell he steps forward and brings his hammer up swinging it hard against the beast.

Rage: 2/5
Attack(pa):1d20 + 6 ⇒ (16) + 6 = 22
Damage(2h, pa):2d6 + 9 + 3 ⇒ (3, 4) + 9 + 3 = 19

If not in same square he will move and retrieve his weapon while sheathing the blade.

Shadow Lodge

Your hammer's in reach, but it would provoke an AoO to retrieve it.

Also, Kavrik's gear is still tied to the rope and hanging outside, so he'll need a weapon when he climbs in. If he retrieves a weapon while still outside, he'll have no spare hand, and his climb skill will plummet.

Carry on with the dagger? Or do you feel lucky?

And, just in case there's been confusion, what I described as the difficulty of wounding the creature wasn't Damage Reduction, but really high natural AC.


Male Shoanti Human Barbarian 2

Alright, you twisted my arm. :)

Stepping forward after the beast, he slashes again at the beast.

Rage: 2/5
Attack(pa):1d20 + 6 ⇒ (20) + 6 = 26
Damage(pa):1d4 + 6 ⇒ (1) + 6 = 7
Crit Confirmation:1d20 + 6 ⇒ (9) + 6 = 15
Crit Damage:1d4 + 6 ⇒ (4) + 6 = 10

Shadow Lodge

Kavrik's turn!
(Thanks for your patience)

Shadow Lodge

Last call for Kavrik!

If you've not posted by midnight GMT, I'll have to take your turn for you.


Coming Friday to Sunday I will not be able to post.

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